fix(unreal): U1 -- Unreal compiles again on L61; CoreGeometry asset section; versioned layout-unit upgrade
Windows MSVC catch-up after abyss L15-L61 (no Unreal there): 64-bit clipmap shift (C4334), qualified VoxelForgeCore::WorldAssemblySubvoxelsPerVoxel, UHT metadata and duplicate-signature fixes. Optional CoreGeometry section on UVoxelStrateDefinition (native caves, lattice, profiled heightfields, named stamps, rooms/tunnels; off/empty by default), resolved after passage planning. VoxelForgeAssetVersion 2 converts strate height/transition/gap to metres on load (exact, 0 m change on the owner's 5 assets; packages never saved). Gates pass (SurfaceWorld, FloatingIslands, Core-off, M2, W1/W8/W16). KNOWN REGRESSION vs L14 (2026-10-20, same command, same PC): full set 3.9 -> 5.37 s, worker-seconds 15.8 -> 30, LOD0 1.11 -> 1.69 s, ring 0.50 -> 0.80 s; not yet attributed (Core L15-L61 vs Unreal side). Report: Standalone/Research/WorldAssemblerM3/Unreal1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -18023,6 +18023,7 @@ bool RunCoreWorldActorIntegrationTest(const FExploreArguments& Arguments, FStrin
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const double CarveBrushRadiusCoreVoxels =
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CarveBrushRadiusLegacyVoxels * static_cast<double>(VOXEL_SIZE) / CoreVoxelSizeCm;
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const int32 CollisionRadius = FMath::Clamp(AuthoredSettings->PawnCollisionRadiusChunks, 1, 4);
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FIntVector ColdStartCollisionCenter = FIntVector::ZeroValue;
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uint64 ExpectedEditDigest = 0;
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std::array<std::uint64_t, 4> InitialAggregates{};
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std::array<std::uint64_t, 4> TravelAggregates{};
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@@ -18208,10 +18209,17 @@ bool RunCoreWorldActorIntegrationTest(const FExploreArguments& Arguments, FStrin
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BiomeProbeSpanVoxels);
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VoxelForgeCore::World ReferenceWorld(std::move(*Snapshot));
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const std::vector<VoxelForgeCore::TileKey> Desired = ReferenceWorld.desiredTiles({});
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// Match the actor's cold-start fallback camera when the transient world has no pawn.
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// Aligner la reference sur la camera de repli de l'acteur sans pawn au demarrage.
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const VoxelForgeCore::WorldConfiguration& ReferenceConfiguration =
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ReferenceWorld.configuration();
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const VoxelForgeCore::Vec3d InitialCameraVoxels = ReferenceConfiguration.viewerStartFound
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? ReferenceConfiguration.viewerStartVoxels : VoxelForgeCore::Vec3d{};
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const std::vector<VoxelForgeCore::TileKey> Desired =
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ReferenceWorld.desiredTiles(InitialCameraVoxels);
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if (Desired.empty())
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{
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OutError = TEXT("Standalone Core returned an empty reference clipmap at the origin.");
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OutError = TEXT("Standalone Core returned an empty reference clipmap at the cold-start camera.");
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return false;
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}
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ExpectedInitialTileCount = Desired.size();
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@@ -18258,7 +18266,23 @@ bool RunCoreWorldActorIntegrationTest(const FExploreArguments& Arguments, FStrin
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UTF8_TO_TCHAR(CoreError.c_str()));
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return false;
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}
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ReferenceWorld.retainTileRegions(Desired);
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// Match the runtime collision probe around the same cold-start viewer tile.
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// Reproduire la sonde de collision autour de la meme tuile de depart a froid.
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ColdStartCollisionCenter = FIntVector(
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FMath::FloorToInt(InitialCameraVoxels.x / 32.0),
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FMath::FloorToInt(InitialCameraVoxels.y / 32.0),
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FMath::FloorToInt(InitialCameraVoxels.z / 32.0));
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std::vector<VoxelForgeCore::TileKey> ColdStartCollisionTiles;
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ColdStartCollisionTiles.reserve(static_cast<std::size_t>(2 * CollisionRadius + 1)
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* static_cast<std::size_t>(2 * CollisionRadius + 1)
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* static_cast<std::size_t>(2 * CollisionRadius + 1));
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for (int32 Z = -CollisionRadius; Z <= CollisionRadius; ++Z)
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for (int32 Y = -CollisionRadius; Y <= CollisionRadius; ++Y)
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for (int32 X = -CollisionRadius; X <= CollisionRadius; ++X)
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ColdStartCollisionTiles.push_back({
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{ColdStartCollisionCenter.X + X,
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ColdStartCollisionCenter.Y + Y,
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ColdStartCollisionCenter.Z + Z}, 0});
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if (Arguments.bCoreHybridCliffOnly)
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{
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@@ -18332,6 +18356,47 @@ bool RunCoreWorldActorIntegrationTest(const FExploreArguments& Arguments, FStrin
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Options.mesherRecipe = VoxelForgeCore::MesherRecipe::worldAssemblerHybridV1;
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else
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Options.mesherRecipe = VoxelForgeCore::MesherRecipe::marchingCubesV1;
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// Keep collision hashes outside ExpectedInitialDesiredSet; the collision cube is an
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// additional runtime request even where it overlaps the visual clipmap.
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// Garder les hachages de collision hors de l'ensemble visuel initial, meme s'ils se
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// recoupent avec le clipmap.
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std::vector<VoxelForgeCore::TileKey> RetainedReferenceTiles = Desired;
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RetainedReferenceTiles.insert(RetainedReferenceTiles.end(),
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ColdStartCollisionTiles.begin(), ColdStartCollisionTiles.end());
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ReferenceWorld.retainTileRegions(RetainedReferenceTiles);
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if (!ReferenceWorld.compileTileRegion(ColdStartCollisionTiles, 16, Scheduler, CoreError))
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{
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OutError = FString::Printf(TEXT("Standalone collision reference compile failed: %s"),
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UTF8_TO_TCHAR(CoreError.c_str()));
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return false;
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}
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std::size_t CollisionBodyTiles = 0;
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for (const VoxelForgeCore::TileKey& Key : ColdStartCollisionTiles)
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{
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const std::optional<VoxelForgeCore::TileMesh> Mesh =
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ReferenceWorld.generateTile(Key, Options, CoreError);
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if (!Mesh)
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{
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OutError = FString::Printf(TEXT("Standalone collision tile generation failed: %s"),
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UTF8_TO_TCHAR(CoreError.c_str()));
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return false;
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}
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FVoxelForgeCoreTileHashRecord Record;
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Record.bEmpty = Mesh->indices.empty();
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Record.bHasHashes = Mesh->hasDensityHash && Mesh->hasMeshHash
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&& Mesh->hasPayloadHash && Mesh->hasTopologyHash;
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if (!Record.bEmpty) ++CollisionBodyTiles;
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ExpectedHashes.Add(FVoxelTileKey(
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FIntVector(Key.coordinate.x, Key.coordinate.y, Key.coordinate.z), Key.lod), Record);
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}
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UE_LOG(LogTemp, Display,
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TEXT("[VoxelForgeCoreWorldTest] standalone_collision_reference=1 center=(%d,%d,%d) tiles=%d body=%llu no_body=%llu"),
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ColdStartCollisionCenter.X, ColdStartCollisionCenter.Y, ColdStartCollisionCenter.Z,
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static_cast<int32>(ColdStartCollisionTiles.size()),
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static_cast<unsigned long long>(CollisionBodyTiles),
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static_cast<unsigned long long>(ColdStartCollisionTiles.size() - CollisionBodyTiles));
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std::vector<FStandaloneCoreAdapterTileHashes> AggregateRows;
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AggregateRows.reserve(Desired.size());
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bool bFoundCarveVertex = false;
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@@ -19367,7 +19432,7 @@ bool RunCoreWorldActorIntegrationTest(const FExploreArguments& Arguments, FStrin
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for (int32 Y = -CollisionRadius; Y <= CollisionRadius; ++Y)
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for (int32 X = -CollisionRadius; X <= CollisionRadius; ++X)
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{
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const FVoxelTileKey Key(FIntVector(X, Y, Z), 0);
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const FVoxelTileKey Key(ColdStartCollisionCenter + FIntVector(X, Y, Z), 0);
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ExpectedCollisionSet.Add(Key);
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const FVoxelForgeCoreTileHashRecord* Record = ExpectedHashes.Find(Key);
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if (Record == nullptr)
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@@ -21361,6 +21426,44 @@ int32 RunBatch(const FString& Params)
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int32 UVoxelForgeExploreCommandlet::Main(const FString& Params)
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{
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if (FParse::Param(*Params, TEXT("coreassetupgradeaudit")))
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{
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// Load the untouched BuildHost copies and emit their in-memory conversions; never save a package.
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// Charge les copies BuildHost intactes et affiche les conversions en memoire, sans sauver de package.
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UVoxelSettings* SettingsAsset = LoadObject<UVoxelSettings>(nullptr,
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TEXT("/Game/VoxelForge/DA_Settings.DA_Settings"));
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if (SettingsAsset == nullptr)
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{
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UE_LOG(LogTemp, Error, TEXT("[VoxelForgeAssetMigrationAudit] missing DA_Settings copy"));
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return 2;
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}
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UE_LOG(LogTemp, Display,
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TEXT("[VoxelForgeAssetMigrationAudit] asset=%s old_gap_chunks=%d new_gap_m=%.6f layout_chunk_m=%.6f"),
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*SettingsAsset->GetPathName(), SettingsAsset->InterStrateGapChunks,
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SettingsAsset->InterStrateGapMeters, SettingsAsset->StrateLayoutChunkSizeMeters);
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const TCHAR* StratePaths[] = {
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TEXT("/Game/VoxelForge/DA_Strate1.DA_Strate1"),
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TEXT("/Game/VoxelForge/DA_Strate2.DA_Strate2"),
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TEXT("/Game/VoxelForge/DA_Strate3.DA_Strate3"),
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TEXT("/Game/VoxelForge/DA_Strate4.DA_Strate4")
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};
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for (const TCHAR* Path : StratePaths)
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{
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UVoxelStrateDefinition* Definition = LoadObject<UVoxelStrateDefinition>(nullptr, Path);
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if (Definition == nullptr)
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{
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UE_LOG(LogTemp, Error, TEXT("[VoxelForgeAssetMigrationAudit] missing strate copy %s"), Path);
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return 2;
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}
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UE_LOG(LogTemp, Display,
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TEXT("[VoxelForgeAssetMigrationAudit] asset=%s old_height_chunks=%d new_height_m=%.6f old_transition_chunks=%d new_transition_m=%.6f"),
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*Definition->GetPathName(), Definition->StrateHeightInChunks,
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Definition->StrateHeightMeters, Definition->TransitionBlendChunks,
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Definition->TransitionWidthMeters);
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}
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return 0;
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}
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if (FParse::Param(*Params, TEXT("step2f")))
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{
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return RunStep2f(Params);
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